CP cpltf_bestlevelever

Nakedape

L1: Registered
Mar 29, 2009
24
6
This map was a exercise in gametypes, amateur material design, and prop animation.

Gameplay:
Combining elements of koth with cp-push. It also features intelligence and payload as objectives that need to at least be addressed.

Objectives:
Capture intel tug of war - the intel acts as a key to allow access and restricts enemy access.
Koth - located at the center, this point unlocks the enemies lest point for capture.
Payload - These carts provide shortcut access to the enemies last point.
Side capture points - open paths to the koth point. Intel side provides a closer intel capture. PL side restricts enemy access to hazard path.

Its crazy and compact, but should make for some interesting play and I'm excited to see what players make of it.

The map is nearing completion and I'd rather not have feedback on the gameplay elements and more along the lines of final balance and bug detection.

It should also be noted I plain on adding more gameplay signs to better guide the player.

Features:
space theme
space door hazard
crazy mesh of gametypes
custom cp icons
 
Last edited:

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Also, I doubt anyone's willing to download from that website. Upload to our own servers :D
 

Nakedape

L1: Registered
Mar 29, 2009
24
6
@yyler heh, yeah was uploading them as you posted. Play it let me know what you think.
@Seba-079 Ok, I'll upload here, np. I really dislike uploading stuff with no progress bar.

thx guys
 

tyler

aa
Sep 11, 2013
5,102
4,621
I read his post like thirty times and I still have no idea what I would do or why I would want to. I don't think distilling it into the welcome screen will help.
 

Nakedape

L1: Registered
Mar 29, 2009
24
6
I'm hip on the complex. This is not a step into and get map a la dustbowl. I know this might not be the next steel, but I hope you guys will look at it with that simi-clarity.

I would venture to say very few first time players of steel know they can cap E. The same principle holds here. You have to give it some time of day to see the whole picture.

I assure you while it may seem a little complex it really isn't as bad as learning a new map. You still have to find your way around like any other.

I will put this up for gameday. Hopefully I will catch the next one. I tend to miss them.

I've tested this on a simi-full server in alpha and while there was a good bit of bitching for the first couple of rounds (any new map that has left and right gets this) it eventually evened out to some very great back and fourth.
 

red_flame586

L420: High Member
Apr 19, 2009
437
122
Well the difference with steel and your map is thatit still has only one gametype, it can be explained in two sentances and the hud can be easily understood. Your map is really complex, it has multiple gametypes, and if you put this on any server, people will have no idea what to do so you'll get a bunch of people just jumping round the middle of the map with fish hitting each other till they get bored. The problem with multiple gametypes such as cp-ctf and your map is that it get's really confusing and even if people do manage to understand it, you'll have one team doing the pl and another the ctf and then they'll switch with little combat. Instead of creating some super complex gametype, stick to something nice and simple and then change it a little bit.

The creater of steel went off and slightly changed the cp game mode to create a fun map, you tried the same idea, but instead of altering an original gametype, you put them all together. Maybe you should try something like the steel and slightly change a gametype, maybe with arena or ctf, not all of them together.
 

Nakedape

L1: Registered
Mar 29, 2009
24
6
I'm glad to hear yours and everyones feedback, the map is not intended for competition or ease of understanding. Its to provide a flexible structure so that people who want to play PL can, those who like ctf can, etc.

You may know my MMM map. (might shine light on why this map is like this.) Which strangely enough ppl would push the cart on the top of the level. It had nothing to do with the final outcome. Yet the cart gets pushed and its fun. That along with other reasons is why I made this map.

I agree completely with you that its just too much. I've passed the no return point with this map, and even knew that when I started. There are some who stated a map like this couldn't be done (logic wise), and yet here the map stands. (just another reason:p) I'm not going to throw away my logic and mapping for simplification. I know your just wanting to help so thanks.

Guidance about aiding player comprehension and bug finding is what I'd like to get back. Enjoy the map:) I certainly have by mapping it.
 

Buranek

L1: Registered
Nov 13, 2010
19
3
This map is like sandvich but too much components! :eek:hmy: